2023-10-18 17:43:29 -04:00
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vec3 DoAmbientLightColor(
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vec3 SkyColor,
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vec3 TorchColor,
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vec2 Lightmap
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){
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// do sky lighting.
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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SkyColor = (SkyColor / 30.0) * ambient_brightness * skyLM;
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vec3 MinimumLight = vec3(0.2,0.4,1.0) * (MIN_LIGHT_AMOUNT*0.01 + nightVision);
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vec3 IndirectLight = max(SkyColor, MinimumLight);
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// do torch lighting.
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2023-07-31 23:31:56 -04:00
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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2023-10-18 17:43:29 -04:00
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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return IndirectLight + TorchLight;
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2023-07-31 23:31:56 -04:00
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}
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2023-10-18 17:43:29 -04:00
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vec4 RT_AmbientLight(
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vec3 TorchColor,
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vec2 Lightmap
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){
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float skyLM = (pow(Lightmap.y,15.0)*2.0 + pow(Lightmap.y,2.5))*0.5;
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2023-07-31 23:31:56 -04:00
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2023-10-18 17:43:29 -04:00
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float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
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TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
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vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM;
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2023-04-16 16:18:26 -04:00
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2023-10-18 17:43:29 -04:00
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return vec4(TorchLight, skyLM);
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}
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// #ifdef NETHER_SHADER
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// vec3 DoAmbientLighting_Nether(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3, vec3 WorldPos){
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2023-04-16 16:18:26 -04:00
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2023-10-18 17:43:29 -04:00
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5; //pow(TorchLM/4.5,10)*2.5 + pow(Lightmap.x,1.5)*0.5;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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2023-07-06 20:47:26 -04:00
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2023-10-18 17:43:29 -04:00
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// FogColor = max(FogColor, vec3(0.05) * MIN_LIGHT_AMOUNT*0.01 + nightVision);
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2023-08-03 00:23:29 -04:00
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2023-10-18 17:43:29 -04:00
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// return FogColor + TorchLight ;
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// }
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// #endif
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2023-06-23 13:03:58 -04:00
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2023-10-18 17:43:29 -04:00
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// #ifdef END_SHADER
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// vec3 DoAmbientLighting_End(vec3 FogColor, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 np3){
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2023-04-16 16:18:26 -04:00
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2023-10-18 17:43:29 -04:00
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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2023-07-06 20:47:26 -04:00
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2023-04-16 16:18:26 -04:00
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2023-10-18 17:43:29 -04:00
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// FogColor = FogColor / max(dot(FogColor,vec3(0.3333)),0.05);
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2023-04-16 16:18:26 -04:00
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2023-10-18 17:43:29 -04:00
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// vec3 FogTint = FogColor*clamp(1.1 + dot(Normal,np3),0.0,1.0) * 0.1;
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2023-07-06 20:47:26 -04:00
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2023-10-18 17:43:29 -04:00
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// vec3 AmbientLight = max(vec3(0.5,0.75,1.0)* 0.1, (MIN_LIGHT_AMOUNT*0.01 + nightVision*0.5) );
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2023-07-06 20:47:26 -04:00
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2023-04-16 16:18:26 -04:00
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2023-10-18 17:43:29 -04:00
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// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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// }
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2023-10-07 22:18:20 -04:00
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2023-10-18 17:43:29 -04:00
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// #endif
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2023-10-10 23:02:00 -04:00
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2023-10-18 17:43:29 -04:00
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// #ifdef FALLBACK_SHADER
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// vec3 DoAmbientLighting_Fallback(vec3 Color, vec3 TorchColor, float Lightmap, vec3 Normal, vec3 p3){
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2023-10-10 23:02:00 -04:00
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2023-10-18 17:43:29 -04:00
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// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap)),5.0)+0.1));
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// TorchLM = pow(TorchLM/4,10) + pow(Lightmap,1.5)*0.5;
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// vec3 TorchLight = TorchColor * TorchLM * 0.75;
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// TorchLight *= TORCH_AMOUNT;
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2023-10-10 23:02:00 -04:00
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2023-10-18 17:43:29 -04:00
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// float NdotL = clamp(-dot(Normal,normalize(p3)),0.0,1.0);
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2023-10-10 23:02:00 -04:00
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2023-10-18 17:43:29 -04:00
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// float PlayerLight = exp( (1.0-clamp(1.0 - length(p3) / 32.0,0.0,1.0)) *-10.0);
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// // vec3 AmbientLight = TorchColor * PlayerLight * NdotL;
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// vec3 AmbientLight = vec3(0.5,0.3,1.0)*0.2 * (Normal.y*0.5+0.6);
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2023-10-10 23:02:00 -04:00
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2023-10-18 17:43:29 -04:00
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// return TorchLight + AmbientLight;// + AmbientLight + FogTint;
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// }
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// #endif
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